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Is agility out there? Agile practices in game development

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DOI: 10.1145/1878450.1878453 · Source: DBLP

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Is Agility out there? Agile Practices in Game Development

Fabio Petrillo Marcelo Pimenta


Institute of Informatics - Federal University of Rio Institute of Informatics - Federal University of Rio
Grande do Sul (UFRGS) Grande do Sul (UFRGS)
9500 Bento Gonçalves Avenue 9500 Bento Gonçalves Avenue
Porto Alegre, Brazil Porto Alegre, Brazil
fabio@petrillo.com mpimenta@inf.ufrgs.br

ABSTRACT suggests that the strength and profitability do not happen


Game development is a very complex and multidisciplinary by chance. From the analysis of real projects’ reports, it
activity and surely the success of games as one of most seems that to achieve these results, a common set of good
profitable areas in entertainment domain could not be in- practices were adopted in these projects.
cidentally. The goal of this paper is to investigate if (and
how) principles and practices from Agile Methods have been The games industry can benefit tremendously by acquiring
adopted in game development, mainly gathering evidences knowledge of software engineering, allowing developers to
through Postmortem Analysis (PMA). use good and proven practices. In fact, according to [11], a
clear understanding of the tools available and how to apply
Then we describe how we have conducted PMA in order them can enhance the results in game development.
to identify the good practices adopted in several game de-
velopment projects. The results are discussed, comparing In the traditional software industry, many papers and books
similarities and differences on how these practices are taken have been published about good practices in software engi-
in account in (traditional) software development and game neering [23, 30, 32]. However, are these practices also found
development. in game development? Which practices are most prominent?
How often these practices are found in game projects? What
1. INTRODUCTION practices are found in both industries? Are there good prac-
The creation of electronic games is nowadays an incredibly tices found only in game development? Our intention in this
complex task [12], much harder than someone might initially paper is to discuss these issues.
imagine [6].
The game development community has a vast literature, es-
The increased complexity, combined with the multidisci- pecially when it comes to technology issues. However, few
plinary nature of the process of game development (art, works of software engineering dedicated to the electronic
sound, gameplay, control systems, artificial intelligence, hu- game industry, standing out above all the works [4] and [11].
man factors, among many others) interacting with the tra- It is interesting to note that these two are eminently philo-
ditional software development, creates a scenario which also sophical view of the propagators of the waterfall develop-
increases this complexity. Some authors (for example [7]) ment process (more details in section 2). In particular, the
recommend a methodology for taking in account software work of [4], one of the most quoted by the gaming commu-
engineering expertise in the field of digital games. nity, demonstrating a rooted culture processes prescriptive
and non-iterative. In this paper, [4] explicitly advocates the
However, despite these difficulties, the gaming industry is adoption of a “comfortable” subset of the Unified Process
currently one of the most powerful in the entertainment in- (UP - Unified Software Development Process) as a process
dustry, with billions of dollars in profit and creating trillions of development of electronic games, for the simple fact of
of hours of fun. Major game projects have cross-functional being a standard in he software industry.
teams formed by highly skilled individuals, including soft-
ware developers, designers, musicians, script writers and The aim of this paper is to investigate whether (and how)
many others. Thus, the game developer career is currently some agile principles and practices [15, 18] have been applied
one of the most dynamic, creative, challenging and poten- in game development. This research can help demystify the
tially profitable that someone can choose [12]. This scenario impression that the adoption of agile practices by game de-
velopers is a difficult process. Indeed, if many of the agile
practices are already being (even partially) taken, we be-
lieve that many developers may try to better understand
Permission to
Permission to make
make digital
digital or hard copies of all or or part
part of of this
this work
work forfor the fundamentals of agile software development and more
personal
personal or
or classroom
classroom use is granted without fee fee provided
provided that that copies
copies are
are easily find ways to put it into action in their daily work.
not
not made
madeorordistributed
distributed forfor
profit or commercial
profit or commercialadvantage and that
advantage andcopies
that
bear thisbear
copies notice
thisand the full
notice andcitation
the fulloncitation
the firstonpage.
the To copy
first otherwise,
page. To copyto The paper is structured as follows: after this introduction,
republish,
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permission and/or a fee.permission and/or a fee.
section 2 presents a summary of the games development pro-
requires prior specific cess. Section 3 discusses the best practices of software engi-
SIGDOC
SIGDOC2010,2010,September
September27-29,
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2010,S.Carlos,
S.Carlos,SP, SP,Brazil.
Brazil.
Copyright
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9
neering found in process of game development, from analysis cinema [17]. The conception of a game can also count on a
of the literature on game development and mainly through higher abstraction level, organized in the Concept or Pro-
the analysis of postmortems. Section 4 discusses the results posal Document. This document can analyze aspects such
of these analysis. Finally, the conclusions are presented in as market, budget, schedule, technology, art style, profile
section 5. of the development group and some high level description
of the gameplay. However, the preparation of the Concept
2. THE TRADITIONAL GAME DEVELOP- Document is not common to all projects [24].
MENT
The development process used in the production of most
The game development community has a vast specialized
games is based on the waterfall model [25]. This process con-
literature, especially about technical issues. The industry
sists of phases that are executed sequentially, in which each
also has a series of titles that describe how to teach and
one generates a product and is independent from the oth-
work in a games company, such as Gershenfeld et al. [12].
ers. The features inherent in producing games require some
adjustments to the classic process, which can be showed in
However, not many software engineering works are dedi-
figure 1.
cated to the gaming industry: two remarkable exceptions are
Bethke [4] and Schofield [11]. It is interesting to emphasize
Some authors argue that the waterfall model, while serving
that these two works are related to a waterfall philosophical
as a common denominator between the cycles exist, not to
viewpoint, in particular the work of Bethke [4], one of the
be fully implemented. Typical features of a game, as
most cited by the games community, demonstrating the ex-
dynamics of design or difficulties in planning the gameplay,
isting culture of prescriptive and non-iterative procedures.
make it difficult - or impossible - to specify completely a
Bethke [4] explicitly advocates the adoption of a subset of
game without writing any code, that is, without a version
the Unified Software Development Process as the develop-
of the system in which the project can be tested. This re-
ment process for electronic games, for the simple fact that
sults in development cycles that involve links between the
this is a “standard” in the software industry.
stages of specification of the game and test procedures. [25]
quotes a cycle of incremental development, the Staged De-
According to [10], it is possible to identify a common cycle
livery Model, as an alternative to the waterfall model.
of development in different teams: basically, the waterfall
model [23] adapted to produce games. In particular, two
stages of this model may be highlighted: a) defining the 3. PMA TO IDENTIFY GOOD PRACTICES
game rules and b) the production of Document Set or In this section, we describe how we have gathered evidences
Project Document. of adoption of good practices in game industry. The Post-
mortems Analysis (PMA) is a technique borrowed from Em-
The rules of a game determine the behavior and interaction pirical Software Engineering. Empirical Software Engineer-
among the characters and their environment, and can be ing aims to investigate and collect relevant data to generalize
viewed as requirements. In fact, game designing is nothing the results, learning from mistakes and successes, providing
more than creating a set of rules [9], usually defined in an a future reuse of this knowledge.
informal process, involving all members of the development
team [26]. Controlled experiments, case studies and surveys approaches
are most commonly used and better known than the PMA
The Project Document (( Design Document)) is the main, [29, 33, 28]. The main reason for the PMA not be adopted in
often the only, documentation of a game. Your goal is to de- software projects in different fields of application is not their
scribe and detail the mechanics of the game, in other words, difficulty of operationalizing, neither the resources involved
what the player is able to do within the environment of the or much less cost, but rather the absence of postmortems.
game, as he is able to do it and how it can lead to a satis-
factory experience. It also usually includes the main com- The term postmortem designates a document which sum-
ponents of the story and describes the scenarios in which marizes the project development experiences, with a strong
the game is set, supporting the description of the player’s emphasis on positive and negative aspects of the develop-
actions. Many developers refer to it as a functional specifi- ment cycle [14]. It is commonly done right after the project
cation, using it as a basis for the architectural design [24]. finishes, by managers or senior project participants [7]. In a
software engineering viewpoint, postmortems are important
The creation of a solid project document is considered, tra- tools for knowledge management [5], from which the group
ditionally, as the most important step in the game develop- can learn from its own experiences and plan future projects.
ment. The difficulties in creating this document are caused, In fact, the postmortem analysis can be so revealing that
mainly, by the nature of the task and the tools used in their some authors [5] argue that any project should be finished
conception, it is not possible, for example, document the without it’s own postmortem.
“fun” [19]. The development team could use his experience
and intuition in defining the mechanics of the game, but the Traditionally, IT teams have no habit of creating postmortems,
quality of entertainment provided by the game in general although there are obviously exceptions (see for example
can only be assessed in stages of testing. [31]) and strong recommendations to do it [5]. Fortunately,
a rare exception is the domain of games.
The game modeling is not changed in recent years and con-
tinues based on narrative techniques, like scripts and story- Postmortems are much used in the game industry. Many
boards, borrowed from other entertainment media, such as game websites devote entire sections to present these doc-

10
 
  


    


    


 
    

   


 
  

  
  

    

Figure 1: Waterfall process applied to game development

uments, such as Gamasutra (http://www.gamasutra.com) length of development, release date, target platforms, and
and Gamedev (http://www.gamedev.net). It is also very the hardware and software used in the development.
interesting to note the variety of development teams pro-
files and projects behind these documents, varying from few The information contained in the postmortems constitute
developers in small projects to dozens of developers in five- knowledge base that can be reused by any development team,
year-long projects. which includes examples and real life development experi-
ences. They can help in knowledge sharing, and can be very
The postmortems published by Gamasutra mainly follow the useful for planning future projects.
structure proposed by the Open Letter Template [20], which
is composed by three sections. The first section summarizes Thus, the 20 postmortems were examined to find good prac-
the project and presents some important aspects of the de- tices. The process of recognizing the good practices took
velopment. The next two sections, however, discuss the most place in 3 phases. At first, each postmortem has been read
interesting aspects to the game developers: and the quotes that were deemed relevant were highlighted.
In the second stage, based on traditional and agile software
engineering knowledge [1, 23, 3], the practices to be tabu-
• What went right: it discusses the best practices lated were selected. In the third stage, each report was read
adopted by developers, solutions, improvements, and again, with special attention to highlighted passages, and
project management decisions that have improved the each citation was tabulated according to the classification
efficiency of the team. All these aspects are critical previously made.
elements to be used in planning future projects.
• What went wrong: it discusses difficulties, pitfalls, To perform the postmortems analysis and the organization
and mistakes experienced by the development team of good practices, we need to select some postmortems , ana-
in the project, in both technical and management as- lyze them and compile the results, forming a set of practices
pects. that are approved or disapproved by these developers. We
performed the same procedure (analysis of literature and
analysis focused on the postmortems) to carry out a diag-
The postmortem is closed with a final message from the au- nosis of the major problems and difficulties encountered in
thor, commonly followed by a project technical brief, which the development of games (see [21]).
includes the number of full- and partial-time developers,

11
Among the various existing postmortems, we selected 20 20) the occurrence of continuous integration found the
postmortems posted on Gamasutra, listed in tables 1 and analyzed projects.
3. The 20 postmortems analyzed were selected randomly,
having one important criterion for the selection: we se- If we calculate the average number of good practices adopted
lected postmortems of projects that resulted in a complete in the analyzed projects, we will see that it is 7.2 prac-
game and delivered to market, not been analyzed reports of tices, with standard deviation of 2.6. This means that most
projects failed, canceled or terminated without a product. projects employed between 5 and 11 practices, and that the
average is about half of the examined practices (7 to 13).
In preparation stage, we studied the main agile practices [8, This result shows that the game industry adopts a consid-
1, 3, 22] and good practices in the gaming industry [27, 13]. erable number of good practices in their projects, undoing
In this study, 12 good practices were listed for analysis. a little pessimistic view of some authors, as [4] and Flood
[10].
The 20 postmortems were read and sentences quoting prac-
tices were highlighted. During this stage, another practice If we analyze these results, we can see that in general, good
was found (“Belief in the success of the project”), which was practices adopted in the traditional software indus-
added to the analyzed set, totaling 13 practices, which are try are also found in the games industry. In both
listed in Tables 1 and 2 and also in Figure 2. Finally, a ta- studies, the quality of the team was dominant for the suc-
ble for data collection was organized (table 1), with projects cess of the project, as well as the concern with the adoption
arranged in rows and practices in columns. of good practices for programming.

4. DISCUSSION The game industry, informally, has employed best practices


in software development, as presented in section 3. We can
In order to somehow quantify the practices found in the
combine the agile practices analyzed in accordance with the
postmortems, the number of “Yes” occurrences was recorded
agile practices of Scrum, XP and Agile Modeling (AM),
both in terms of lines as of columns. This way, the quantity
forming the Table 2.
of “Yes” found in the lines represents how many different
types of practices were presented in a certain game. As for
Good practice already adopted It adheres to the method...
the number recorded in columns, it represent the number of Qualified team AM, Scrum, XP
occurrences of this practice in a set of analyzed games. The Belief in the success of the project Scrum, XP
Creativity stimulus Scrum, AM
count of columns, which can be seen in the penultimate line, Focus on the product XP, Scrum
made possible to organize them in order of occurrence. The Version control XP
Using simple tools AM, XP
last line contains the percentage of occurrences in relation Programming good practices XP
Agile modeling XP, AM
to the number of projects studied. Defined process Scrum, XP
Quality control XP
Feedback quickly XP, Scrum
When we look more carefully to these results, we can see that Good practices of management XP, Scrum
the most common practices were a qualified, motivated Continuous integration XP

or cohesive team or the belief in the project’s success


with 90% (18 out of 20) of the projects reporting these 2 Table 2: Adherence of best practices already
practices. Then, the stimulus to creativity and focus adopted in games to agile methods
on the product were highlighted, with 80% of the project
citing them (16 out of 20). Even in that context, the next Game development teams are adopting agile practices in-
most common 2 practices were source version control, stinctively. This scenario - the deployment of agile methods
with 65% (13 out of 20) and the utilization of simple like Scrum and XP - can occur naturally, since the teams al-
or productive tools, with 60%. Figure 2 shows the good ready use several principles of agility in their routines. Thus,
practices occurrence histogram in descending order, where the table 2 can point to the adoption of agile methods re-
a graphic comparison of these results can be made. lated to good practices analyzed in this work.

Despite these results being not be surprising, they show A new analysis can be offered to collate the results presented
the importance of the team for the project success, con- by [21], which outlines the problems encountered with the
firming the statements made by Bach [2] that processes are analysis results of the section 3, which contains good prac-
useful, but not the central elements for the success of soft- tice raised in postmortems. In evaluating, for example, the
ware projects. The central point is the man - the hero who project Cel Damage, who took 85% of good practice, we ob-
solves ambiguous problems, which distinguishes between an served a lower incidence of problems, with only 20% of re-
expressed need and the one which will actually make the ported problems. Are there a linear correlation between the
client fully satisfied [2]. Moreover, it is clear the persistence number of problems encountered and good practices adopted
and belief in the success of teams who intensely focused on in game projects?
the software product.
For this analysis, was prepared to table 3, which is made up
Another interesting point is that management practices are of the game projects analyzed, the percentage of problems
a clear problem in the games industry. It does not reach found and the percentage of good practices adopted.
50% the number of projects in which a defined process
is adopted and only 25% (5 of 20) of the projects adopted The management practices are a clear deficiency in the game
good management practices. Moreover, only 40% of the industry. Not reach 50% the number of projects in which
projects used practices of quality control and was 10% (2 to we identified the adoption of a defined process of work

12
Belief in the
Creativity Focus on the Using Yesple Programming Good practices Continuous % good
Game Qualified team success of the Version control Agile modeling Defined process Quality control Feedback quickly Total
stimulus product tools good practices of management integration practices found
project

Beam Runner Hyper Cross Yes Yes Yes Yes Yes Yes Yes Yes Yes No No No No 9 69%
Gabriel Knights Yes No No No Yes No No No No Yes No No No 3 23%
Black & White Yes Yes Yes Yes No No No Yes No Yes No No No 6 46%
Rangers Lead the Way No No No No No Yes Yes No No No No No No 2 15%
Wild 9 Yes Yes Yes Yes Yes Yes No Yes No No No No No 7 54%
Trade Empires Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No 12 92%
Rainbow Six Yes Yes Yes Yes Yes No No No No No No No No 5 38%
The X-Files Yes Yes Yes Yes Yes No No No No No No No No 5 38%
Draconus Yes Yes Yes No No No Yes No No No No No No 4 31%

13
Cel Damage Yes Yes No Yes Yes Yes Yes No Yes Yes Yes Yes Yes 11 85%
Command and Conquer: Tiberian Sun Yes Yes Yes Yes No Yes Yes Yes Yes No No No No 8 62%
Asheron's Call No Yes Yes Yes Yes Yes Yes No Yes Yes No No Yes 9 69%
Age of Empires II: The Age of Kings Yes Yes Yes No Yes Yes No No No Yes No Yes No 7 54%
Diablo II Yes Yes Yes Yes Yes No Yes No Yes Yes Yes No No 9 69%
Operation Flashpoint Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No 10 77%
Hidden Evil Yes Yes Yes Yes Yes No No No No Yes No No No 6 46%
Table 1: Occurrence of good practices in projects

Resident Evil 2 Yes Yes No Yes No Yes No Yes Yes No Yes Yes No 8 62%
Vampire: The Masquerade Yes Yes Yes Yes No Yes Yes Yes Yes No No No No 8 62%
Unreal Tournament Yes Yes Yes Yes No No Yes Yes No No Yes Yes No 8 62%
Tropico Yes Yes Yes Yes Yes Yes No No No No No No No 6 46%
Occurrences 18 18 16 16 13 12 11 9 9 8 6 5 2 143 7,2
% 90% 90% 80% 80% 65% 60% 55% 45% 45% 40% 30% 25% 10% 0,55 55%
Qualified team 90%

Belief in the success of the project 90%

Creativity stimulus 80%

Focus on the product 80%

Version control 65%





Using simple tools 60%

Programming good practices 55%

Agile modeling 45%

Defined process 45%

Quality control 40%

Feedback quickly 30%

Good practices of management 25%

Continuous
integration 10%

0 2 4 6 8 10 12 14 16 18
16
  

Figure 2: Occurrence of good practices

% of problems % of good practices


Project found in found in
If we think that all major problems of the traditional soft-
project project ware industry are also found in the games industry (see
Cel Damage 20.0% 84.6% [21], we can note that they are correlated and the solutions
Trade Empires 26.7% 92.3% adopted in the traditional software industry also should be
Diablo II 33.3% 69.2%
Command and Conquer 33.3% 61.5%
investigated for the gaming industry.
Tropico 26.7% 46.2%
Age of Empires II 33.3% 53.8% Even informally, the game development teams are adopting
Resident Evil 2 40.0% 61.5% a set of agile practices . In this scenario, the deployment of
Beam Runner 46.7% 69.2%
agile methods like Scrum and XP, can occur naturally, since
Asheron’s Call 46.7% 69.2%
Hidden Evil 33.3% 46.2% the teams already adopt in their activities several principles
Vampire 46.7% 61.5% of agility.
Unreal 46.7% 61.5%
Wild 9 53.3% 53.8% Our discussion of the results described in this article lead us
The X-Files 40.0% 38.5%
Operation Flashpoint 80.0% 76.9% to believe that game developers often not adopted delib-
Black & White 60.0% 46.2% erately these good practices because are Agile Practices.
Rainbow Six 73.3% 38.5% Perhaps, like many software developers, they think - because
Draconus 80.0% 30.8% they are informal - do not correspond to the notions of rigor
Rangers Lead the Way 46.7% 15.4%
Gabriel Knights 86.7% 23.1%
and systematization usually associated with software engi-
neering.
Table 3: Comparison between the good practices
and problems found by projects However, these practices are studied and applied increas-
ingly by the community of software engineering, although
not always recognized and disclosed as disciplined ways of
and only 25% (5 of 20) of projects adopted good manage- solving the chronic problems of development. As we have
ment practices. In addition, only 40% of projects used seen, many of the agile practices are already being adopted
quality control practices and was 10% (2 of 20) recorded the (even partially), and we believe that developers - if they are
occurrence of the continuous integration. willing to better understand the fundamentals of agile soft-
ware development - can easily incorporate them into their
activities.
5. CONCLUSION
The major contribution of this work was helping to organize Since there are few academic studies on the use of agile
the universe of agile practices for the domain of games, from methods in game development, this work opens perspectives
the analysis of problems and good practices found, being a for further research. We believe for example that modeling
point of departure for the use of agile methods in the process (preferably agile) of complex elements such as fun gameplay
development of electronic games. and fun deserves more investigation.

14
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